Commit 21712683 authored by wanqing's avatar wanqing

修改代码

parent 14ffc6c2
......@@ -77,6 +77,10 @@ public class PropSelectUI : MonoBehaviour
//m_bIsBuyTwo = false;
//m_bIsBuyThree = false;
m_bIsBuy = false;
GameServices.timerServices.Push(this, 0.5f, delegate
{
BattleCtrl.instance.levelManager.curLevel.bombView.CreateProp3Model();
});
}
public void SetState(bool value)
{
......
......@@ -52,6 +52,9 @@ public class BombView : MonoBehaviour
private float m_curCutOffNum = 0;//当前切割碎块
private bool m_bFinishCut = true;//完成切割
private bool m_bIsSelectPropFinish = false;//是否选完道具
private RayfireBlade m_rayFireBlade;
private Transform m_childCutTrans;
private bool m_bDelayFinishCut = true;
private Vector3[] m_levelOnekniftDefaultPos = new [] { new Vector3(10.62f, 7.55f, -2.5f), new Vector3(10.62f, 4.92f, 1.78f)
,new Vector3(10.62f, 3.52f, -1.66f),new Vector3(10.62f, 1.89f, 1.78f)};
private Quaternion[] m_levelOnekniftDefaultRotate = new[] { Quaternion.Euler(45,0,80), Quaternion.Euler(135, 0, 90)
......@@ -74,6 +77,7 @@ public class BombView : MonoBehaviour
{
m_totalChildNum = m_rootTrans.childCount - 1;
m_propStartPos = m_propPosParent.GetComponentsInChildren<Transform>();
m_childCutTrans = m_cutOffObj.transform.GetChild(0);
}
private void Start()
{
......@@ -150,6 +154,8 @@ public class BombView : MonoBehaviour
m_curPropModelObj.transform.position = m_propStartPos[4].position;
m_curPropModelObj.transform.rotation = Quaternion.identity;
SetNormalState(false);
m_rayFireBlade = m_curPropModelObj.transform.Find("Props4/Props4/Blade_Target").GetComponent<RayfireBlade>();
m_rayFireBlade.SetTarget(m_childCutTrans.gameObject);
Invoke("InvokeCreateProp", 0.1f);
}
void InvokeCreateProp()
......@@ -420,7 +426,7 @@ public class BombView : MonoBehaviour
{
return;
}
if(m_bFinishCut)
if(m_bFinishCut && m_bDelayFinishCut)
{
if (Input.GetMouseButtonDown(0))
{
......@@ -459,19 +465,51 @@ public class BombView : MonoBehaviour
{
m_lineIndex = 0;
m_bMouseUpEnd = false;
m_bDelayFinishCut = false;
m_pathPos.Clear();
m_curPropModelObj.transform.position = m_firstBombPos;
m_curPropModelObj.transform.rotation = m_kniftDefaultRotate[m_mouseUpIndex - 1];
}
}
//画完线开始切割
if(m_lineIndex == 0 && m_mouseUpIndex > 0 && m_curPropModelObj)
if(m_lineIndex == 0 && m_mouseUpIndex > 0 && m_curPropModelObj && !m_bFinishCut && !m_bDelayFinishCut)
{
m_curPropModelObj.transform.position = Vector3.Lerp(m_curPropModelObj.transform.position, m_secondBombPos,0.2f);
if(Vector3.SqrMagnitude(m_curPropModelObj.transform.position - m_secondBombPos) <= 1.0f)
if(Vector3.SqrMagnitude(m_curPropModelObj.transform.position - m_secondBombPos) <= 0.5f)
{
lineRenderer.positionCount = 0;
m_bFinishCut = true;
m_rayFireBlade.SliceTarget();
GameServices.timerServices.Push(this, 2.0f, delegate
{
if(BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelOneIndex)
{
if (m_mouseUpIndex == 1)
{
m_childCutTrans = m_cutOffObj.transform.Find("column_root/column_fr_0");
}
else if (m_mouseUpIndex == 2)
{
m_childCutTrans = m_cutOffObj.transform.Find("column_root/column_fr_0_root/column_fr_0_fr_0");
}
}
else if(BattleCtrl.instance.levelManager.CurLevelIndex == LevelEnum.levelTwoIndex)
{
if (m_mouseUpIndex == 1)
{
m_childCutTrans = m_cutOffObj.transform.Find("people_root/people_fr_0");
}
else if (m_mouseUpIndex == 2)
{
m_childCutTrans = m_cutOffObj.transform.Find("people_root/people_fr_0_root/people_fr_0_fr_0");
}
}
if(m_childCutTrans)
{
m_bDelayFinishCut = true;
m_rayFireBlade.SetTarget(m_childCutTrans.gameObject);
}
});
}
}
//if (Input.GetMouseButtonDown(0))
......
......@@ -13336,7 +13336,7 @@ Animator:
m_GameObject: {fileID: 6064464677660112694}
m_Enabled: 1
m_Avatar: {fileID: 0}
m_Controller: {fileID: 0}
m_Controller: {fileID: 9100000, guid: bb389cc2efde9ef4ba6b88a34ad44400, type: 2}
m_CullingMode: 0
m_UpdateMode: 0
m_ApplyRootMotion: 0
......
......@@ -74,19 +74,19 @@ namespace RayFire
void DefineComponents()
{
transForm = GetComponent<Transform>();
// Check collider
colLider = GetComponent<Collider>();
//colLider = GetComponent<Collider>();
//No collider. Add own
//if (colLider == null)
// colLider = gameObject.AddComponent<MeshCollider>();
// No collider. Add own
if (colLider == null)
colLider = gameObject.AddComponent<MeshCollider>();
//
if (colLider is MeshCollider)
((MeshCollider)colLider).convex = true;
//if (colLider is MeshCollider)
// ((MeshCollider)colLider).convex = true;
colLider.isTrigger = true;
//colLider.isTrigger = true;
}
/// /////////////////////////////////////////////////////////
......@@ -196,7 +196,10 @@ namespace RayFire
/// /////////////////////////////////////////////////////////
/// Slicing
/// /////////////////////////////////////////////////////////
public void SetTarget(GameObject obj)
{
target = obj;
}
// Slice target
public void SliceTarget()
{
......
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